[ANY] Goomba Stomp (2.0.3)
:arrow:Summary: This plugin enables you to instant kill players by falling on their head.:arrow: What's new ? :arrow: Core cvars : :arrow: The immunity system (require Clientprefs) : :arrow: Stomp damage calculation : The inflicted damage are controlled by two cvars (goomba_dmg_lifemultiplier and goomba_dmg_add) and follow this formula::arrow: Installation : Copy the addons and sound folder from the archive to the root of your server. The fastdownload folder only useful if you have a fastdownload server (sv_downloadurl).:arrow: Changelog :
Spoiler
https://github.com/Flyflo/SM-Goomba-...ster/CHANGELOG :arrow: Game specific addons: Downloads: Goomba Core 2.0.3Sources here and here. A big part of the plugin is inspired from other plugins such as: RMF Ability Pack, False Item + Achievements, Pyro++ Thanks to their authors :up: |
Re: [TF2] Goomba Stomp (1.0.3)
thx, good work ;)
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Re: [TF2] Goomba Stomp (1.0.3)
oooooooo, been waiting for this for some time. Is it stable? Played it on 2fort2furious servers in my earlier days and it seemed to cause some issues.
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Re: [TF2] Goomba Stomp (1.0.3)
It's not the same plugin. We're using it on our server since 3 months without any problem.
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Re: [TF2] Goomba Stomp (1.0.3)
Anyone try this in sm 1.3? Also, how do we add people to the immunity system? Lastly could you elaborate on the jump_pow?
Thanks so much, looking forward to this when I get home. |
Re: [TF2] Goomba Stomp (1.0.3)
The jump_pow cvar control the power of the rebound after the stomp, setting it to a higher value will result in a higher rebound.
For the immunity system, you have to use the sm_goomba_toggle command in your console to change your preferences (immunity disabled by default). Use sm_goomba_status command at any time to know your actual setting. |
Re: [TF2] Goomba Stomp (1.0.3)
I understand now. I had some testers messing with it on my servers and all is well on 1.3 - Excellent job man!
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Re: [TF2] Goomba Stomp (1.0.3)
For some reason the old one didnt work for me... (prolly user error). New one works great though :)
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Re: [TF2] Goomba Stomp (1.0.3)
@Flyfo
You can use Sourcemod's MaxClients constant in place of your "new maxplayer = GetMaxClients()". Also, there is no benefit to using decl instead of new when declaring non-arrays. |
Re: [TF2] Goomba Stomp (1.0.3)
Thanks for the advice, I updated the attachment with the modifications.
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Re: [TF2] Goomba Stomp (1.0.3)
A few suggestions about using colors.inc.
You don't need to make so complicated translations when colorizing player's name. Just use CPrintToChatAllEx function (author is a client index you want to use as team color). It supports {teamcolor} tag that is based on player's team color. For example: Code:
"Red Stomp Blue" |
Re: [TF2] Goomba Stomp (1.0.3)
Flyfo:
A couple minor things I noticed. You might want to move PHP Code:
Also, many of your condition checks are redundant. Ex. PHP Code:
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Re: [TF2] Goomba Stomp (1.0.3b)
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First post and plugin updated ! |
Re: [TF2] Goomba Stomp (1.0.3b)
without...
sm_goomba_ff 1/0 (default 0) : Enable the friendly fire for the stomp (require mp_friendlyfire = 1) will the plugin be useless then? Cause i dont want friendly fire on my server, or can the players still kill the other players? |
Re: [TF2] Goomba Stomp (1.0.3b)
I don't understand, you want to enable the friendly fire only for the stomp ?
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Re: [TF2] Goomba Stomp (1.0.3b)
No, I don't really understand what that command means...
if that is set to 0 will the plugin still work? What is that command for? |
Re: [TF2] Goomba Stomp (1.0.3b)
Yes it'll work, sm_goomba_ff enables stomp between players of the same team when mp_friendlyfire is set to 1. By default you can just stomp players of the other team.
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Re: [TF2] Goomba Stomp (1.0.3b)
k thanks.
installed |
Re: [TF2] Goomba Stomp (1.0.3b)
It seems that this is causing my server to crash with the latest update whenever anyone actually performs a stomp.
It was working great for months before the update. Dumb Valve... |
Re: [TF2] Goomba Stomp (1.0.3b)
Ok, I'll look at it as soon as possible.
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Re: [TF2] Goomba Stomp (1.0.3b)
2 Attachment(s)
I tested it on my server and I had no crash, are you using the last version of sourcemod 1.3.2 ? Are you really sure it's caused by this plugin ?
Anyway you can test this beta version of my plugin, but you'll need sdkhooks. Changelog: Code:
1.1.0 (05/02/2010) : |
Re: [TF2] Goomba Stomp (1.0.3b)
Yeah I realized I had to upgrade sorucemod and meta mod last night just a few minutes after my last post.
It's working fantastic now. In fact, it seems to be running better than it did before :D Thanks! I might try out your beta though. I don't use team kill stomps so it looks nice. :D |
Re: [TF2] Goomba Stomp (1.0.3b)
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So yeah, I'm getting this error too. |
Re: [TF2] Goomba Stomp (1.0.3b)
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Just update sourcemod and metamod to the latest builds and it will work again. |
Re: [TF2] Goomba Stomp (1.0.3b)
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Re: [TF2] Goomba Stomp (1.0.3b)
Thats pretty futile logic...
Im not sure why youd think you wouldnt need to update SM. I can definitely tell you your SM is broken if you dont have the latest.... There were all kinds of things fixed that had caused plugins to not work or crash so... I guess if you enjoy non-working plugins and crashes, dont update? |
Re: [TF2] Goomba Stomp (1.0.3b)
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Re: [TF2] Goomba Stomp (1.0.3b)
Ya, but what im saying is, there definitely is stuff broken, you just might not be noticing it...... Perhaps one of the things broken you do not use at the moment, but not upgrading would mean if you ever added a plugin that used that thing, it would either not work correctly or crash.
Anyways, I fail to see the reason why you WOULDNT want to update. Very strange logic..... Remember, snapshots arnt released for no reason..... |
Re: [TF2] Goomba Stomp (1.0.3b)
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I'll update it now, and see if it makes a difference. |
Re: [TF2] Goomba Stomp (1.0.3b)
the coin sounds arent working on my server
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Re: [TF2] Goomba Stomp (1.0.3b)
For the beta.smx, should this be changed to something else?
Code:
// Radius Check |
Re: [TF2] Goomba Stomp (1.0.3b)
Every map change my cvars get reset.... i set them in my server.cfg
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Re: [TF2] Goomba Stomp (1.0.3b)
@Sreaper:
You can remove this part of the cfg, this convar isn't used in the beta. @ScubaSteve3465: The plugin auto generate a cfg in cfg/sourcemod. |
Re: [TF2] Goomba Stomp (1.0.3b)
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Re: [TF2] Goomba Stomp (1.0.3b)
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Re: [TF2] Goomba Stomp (1.0.3b)
Any chance you could make a version for L4D2 please?
I know you don't often see the Survivors jumping, but there are lots of spots in the maps where you can fall on top of Infected and the SI. |
Re: [TF2] Goomba Stomp (1.0.3b)
is it bug? when heavy (maybe all classes) ducking, players cant goomba him.
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Re: [TF2] Goomba Stomp (1.0.3b)
Is anyone else updating this?
Would love to see this updated for L4D2. |
Re: [TF2] Goomba Stomp (1.0.3b)
- sm_goomba_jump_pow (default 300, minimum 0) : Goomba jump power
Hi, Can someone please explain this cvar? |
Re: [TF2] Goomba Stomp (1.0.3b)
Its the repelling vertical force you get after goomba stomping someone.
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